Shader "Level4/Transparent/Cutout/Diffuse(Color1.3)" {
	Properties {
		_Color("Main Color",Color) = (1,1,1,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Cutoff("Alpha cutoff",Range(0,1)) = 0.5
		_BumpMap("Normal Map",2d) = "bump"{}
		_Intensity("Intensity",Range(0,2)) = 1.3
	}
	SubShader {
		Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
		LOD 200
		
		CGPROGRAM
		#pragma surface surf Lambert alphatest:_Cutoff

		sampler2D _MainTex;
		fixed4 _Color;
		sampler2D _BumpMap;
		float _Intensity;

		struct Input {
			float2 uv_MainTex;
			float2 uv_BumpMap;
		};

		void surf (Input IN, inout SurfaceOutput o) {
			half4 c = tex2D (_MainTex, IN.uv_MainTex);
			c = c * _Color * _Intensity;
			o.Albedo = c.rgb;
			o.Alpha = c.a;
			o.Normal = UnpackNormal( tex2D(_BumpMap,IN.uv_BumpMap) );
		}
		ENDCG
	}
	FallBack "Diffuse"
}
